Hi there!
I was looking for this in the forum and I didn't found it, so I'm sorry if it's a repeated question...
I want some zerg units moving randomly in the map like the neutral creatures do. I was looking for some bahaviour in the data editor but I didn't found it...
The cliff is right, I just was lucky and found the solution when I failed pressing ctrl+v to paste a doodad and I pressed only v, it block the vision adjustement for the game (in the see menu you can found it), now is looks perfect.
Hi there!
I have look in the forum and found some threads about it, but I can't resolve my problem...
I want transparent terrain tiles in a Korhal platform terrain, at least in the lowest terrain.
In the data editor, the "hide lowest terrain level" option is enabled in the terrain data, but it's not working well, I have random no transparent squares.
The "delete texture" tool don't work, also in terrain objects the "hide terrain tiles" doesn't work either.
yea the level skip one was pretty tuff to figure that one out ,but eventually i did, however the leveling of passive abilitys took me a very long time to figure it out ..and I just finally did :D . thank god im over this hurdle..
basically create your aura or whatever.
now put ALL of your "main buffs that represent each level " on the hero behaviour field. for these main buffs make sure to have a requirement attached to each one. The requirement is to count the "dummy ability level" . Now for setting all this up, create a dummy ability.. The " ability behaviour type will do as the dummy. Now Stack the buffs that you were going to use for it in there (so that the ability levels)
So Bottom line how to make this. Create a dummy ability, then create each passive level (1 main buff = 1 level) then tie requirements to each of the main buffs. Use a "count ability requirement which means state the counted ability as the dummy ability. Just make sure to create a requirement for Each buff , higher levels needs higher constants. So level 1 = constant 1 , Then the level 2 =constant 2 and so on ... in the requirements
if you set it up correctly it will work .
All this stuff is exactly what I'm doing. The marauder weapon has the damage effect and 5 slow effect, one for each level of the dummy halibity. Each slow effect has a "player requisite " validator, referencing each one to a diferent requisite like this one:
The way I'm doing it is not level by level exactly. The marauder weapon has got the 5 slow effects. I use the validators becouse I only want one effect active at the same time. If I remove the validators all this effect work at the same time so I have a very strong slow effect.
So becouse this and becouse the passive icon works perfectly I think there is a problem with my validator showed in the next image:
But the problem is not with the buttons, it works well, the problem is with the hability effect, I could have the hability without any button if I want...
Hi there!
I'm still having problems making passive habilites like the marauder slow effect to the objetive when he attack. I'm going to try to describe how I'm doing it the best I can:
- I have used the OneTwo hero tutorial for start with my hero's work ( ).
- The next image show how I have made the pasive hability icon with its requisite. It works perfectly, It start on gray, and when the hability level is more or equal to 1 it's ready. If I use the requisites I have made for the weapon effects ( the only diference is than the value must be equal) it works well too.
- And in the marauder weapon establish effect I have 5 effects, one for each level. Each one has a diferent behavior and a validator.
For example:
Marauder Slow effect level 1 -> player requisite validator: pasive hability level must be equal to 1
Marauder Slow effect level 2 -> player requisite validator: pasive hability level must be equal to 2
...
This work fine for the first level, the hero start without the slow effect and when you update the hability to level 1 it has its first effect, but it's not working for level 2,3,4 and 5.
Hi there,
I have tried to publish my map ( I'm from Spain, my editor is spanish and my battle.net account in EU server ).
When I try to publish my map I get a error with the dependencies:
- Liberty Multijugador (mod) [AUTHOR]
- Equipo 08 (mod) [AUTHOR]
I can't add that dependencies to my map becouse when I try it only the english versions are available ( Liberty Multiplayer and Team 08 ).
Hi there again, now I have two new problems with icons and upgrading....
In my "heroLearn" ability "information" I have the two abilities for the hero (learn 1 and learn 2), and the command panel for the hero is well configurated too (3 incons in the first panel, two for abilities and the 3ยบ for the upgrade; and in second panel the two button for the ability upgrade). So the problems:
- If I upgrade an ability, no matter what ability I choose, the first one on the information of the learn ability is the only one than I can see its button on panel 1, and after look inside the panel 2 I see than the two abilities are upgraded, so all the abilities are upgraded at the same time and I cant use the second ability.
-The second ability is passive. If I setup it in command panel like pasive, I have the gray button from level 0, and if I setup it in command panel like ability command I have an active ability button...
0
Thanks for your fast answer, it was dificult to find becouse I have a spanish client and in the data editor the name of this was like "UI comments"...
One more question: If I dont want that units going out from a map zone I have to do it via triggers isnt it???
0
Hi there! I was looking for this in the forum and I didn't found it, so I'm sorry if it's a repeated question... I want some zerg units moving randomly in the map like the neutral creatures do. I was looking for some bahaviour in the data editor but I didn't found it...
0
The cliff is right, I just was lucky and found the solution when I failed pressing ctrl+v to paste a doodad and I pressed only v, it block the vision adjustement for the game (in the see menu you can found it), now is looks perfect.
0
Hi there! I have look in the forum and found some threads about it, but I can't resolve my problem... I want transparent terrain tiles in a Korhal platform terrain, at least in the lowest terrain. In the data editor, the "hide lowest terrain level" option is enabled in the terrain data, but it's not working well, I have random no transparent squares. The "delete texture" tool don't work, also in terrain objects the "hide terrain tiles" doesn't work either.
Here you have a image of what I got:
0
Thanks for the tutorial, but it doesn't work with the marauder slow effect... :(
0
@Ginsupup: Go
I tried that (5 levels in cost and 5 effects), but it still not working...
Waiting the tutorial :) Thanks!
0
All this stuff is exactly what I'm doing. The marauder weapon has the damage effect and 5 slow effect, one for each level of the dummy halibity. Each slow effect has a "player requisite " validator, referencing each one to a diferent requisite like this one:
1 == CountAbil(DummyHablility,CompleteOnlyAtUnit)
0
The way I'm doing it is not level by level exactly. The marauder weapon has got the 5 slow effects. I use the validators becouse I only want one effect active at the same time. If I remove the validators all this effect work at the same time so I have a very strong slow effect. So becouse this and becouse the passive icon works perfectly I think there is a problem with my validator showed in the next image:
0
But the problem is not with the buttons, it works well, the problem is with the hability effect, I could have the hability without any button if I want...
0
Anybody?
0
Hi there! I'm still having problems making passive habilites like the marauder slow effect to the objetive when he attack. I'm going to try to describe how I'm doing it the best I can:
- I have used the OneTwo hero tutorial for start with my hero's work ( ). - The next image show how I have made the pasive hability icon with its requisite. It works perfectly, It start on gray, and when the hability level is more or equal to 1 it's ready. If I use the requisites I have made for the weapon effects ( the only diference is than the value must be equal) it works well too. - And in the marauder weapon establish effect I have 5 effects, one for each level. Each one has a diferent behavior and a validator. For example:
Marauder Slow effect level 1 -> player requisite validator: pasive hability level must be equal to 1 Marauder Slow effect level 2 -> player requisite validator: pasive hability level must be equal to 2 ...
This work fine for the first level, the hero start without the slow effect and when you update the hability to level 1 it has its first effect, but it's not working for level 2,3,4 and 5.
Anybody can help me???
0
Hi there,
I have tried to publish my map ( I'm from Spain, my editor is spanish and my battle.net account in EU server ).
When I try to publish my map I get a error with the dependencies:
- Liberty Multijugador (mod) [AUTHOR]
- Equipo 08 (mod) [AUTHOR]
I can't add that dependencies to my map becouse when I try it only the english versions are available ( Liberty Multiplayer and Team 08 ).
0
Hi there again, now I have two new problems with icons and upgrading....
In my "heroLearn" ability "information" I have the two abilities for the hero (learn 1 and learn 2), and the command panel for the hero is well configurated too (3 incons in the first panel, two for abilities and the 3ยบ for the upgrade; and in second panel the two button for the ability upgrade). So the problems:
- If I upgrade an ability, no matter what ability I choose, the first one on the information of the learn ability is the only one than I can see its button on panel 1, and after look inside the panel 2 I see than the two abilities are upgraded, so all the abilities are upgraded at the same time and I cant use the second ability.
-The second ability is passive. If I setup it in command panel like pasive, I have the gray button from level 0, and if I setup it in command panel like ability command I have an active ability button...
Thanks again.
0
Wow, Thank you very much for taking the time for write all of that, I'm going to study it and try your first solution..
0
NObody???
:(